This guide is amazing ! The side switch combo is so clever! Happy to see Jamie have so many potential. Thank you for all your hard work, you are a hero!
Great stuff! Appreciate it! One thing I found out in training mode: after every version (except OD) of swagger step in the corner; if u immediately do a standing medium kick, you are +10 and therefore can do a meaty standing medium punch. Also, after a forward throw in the corner, if u do a slightly delayed (like 1-3 frames) L swagger step, it hits really meaty. I think I got like +3 on block on some occasions. Unfortunately u cant do it immediately after a forward throw though, because then it will whiff i think
Saw this late, hopefully you'll see this. The light bakkai (or light dp) after juggles does NOT give a safe jump at +40. You need to be +42. This is referring to the example sideswitch DI combo. That's not a safejump.
after some research, you are indeed correct, however if you DR the st.hp into CR.mp xx bakkai or arrowkick, you can get the safe jump. Didnt know the frame data changed when hit airborne. thanks for sharing.
@@kaution6829 I only just found out 2 days ago when I got DPd out of it every time for the first time. At the start I thought I just somehow messed up my safejump but I went and looked at the frames because it happened so much lol.
People share tech in there constantly so I honestly can't remember who it was. But Hatson is a member there who looks for new tech each day. discord.gg/knCKnhw5px
@@kaution6829 I wish I could describe it better, but instead of going into Jamie’s usual post level 3 combo he just did a drive rush -> Standing fierce punch (while opponent is still airborne from level 3 launch) -> immediate drive impact. The drive impact didn’t wall splat because the player combo’d into it, but they were only 1 pixel away from burnout so they spent a little extra from their drive to put them into burn out.
I think at the end of your video a stand hk would have done the same without having to use meter to burn him out, the punish counter hk would have led to more and achieved the same result
Drive Impact is not throw invincible so you will get thrown, you can do delayed throw tech, you will still tech the throw but block if they go for jab after!
Also, and maybe it's shitty inputs on my part - but has anyone else gone into rekka, landed the first hit only to have the kicks (one or both) whiff? It's happened to me enough times that I'll only use the punch version.
I buffer it instantlly the moment the lvl 3 is over, you can get a faster DR and less Drive gauge cost if you do forward > forward + Parry, instead of Parry > forward > forward.